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"""
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First test Pygame project
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Written in Python 3.X using Pygame library
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"""
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import pygame
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import random
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buttonsPause = (pygame.K_p,)
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buttonsQuit = (pygame.K_F10,)
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buttonsNewGame = (pygame.K_RETURN,)
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buttonsJump = (pygame.K_UP, pygame.K_SPACE,)
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buttonsCrouch = (pygame.K_DOWN,)
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screenSize = (800, 600)
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targetFps = 60
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floorHeight = 50
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gameSpeed = 0.0
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score = 0
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isGameOver = False
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isPaused = False
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isDownJump = False
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isDownCrouch = False
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enemyCD = 0
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enemyChance = 0.0
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floors = pygame.sprite.Group()
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enemies = pygame.sprite.Group()
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clouds = pygame.sprite.Group()
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player = None
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class Floor(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.Surface((screenSize[0], floorHeight))
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self.image.fill((255, 204, 102))
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self.rect = self.image.get_rect()
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self.rect.center = (screenSize[0]/2, screenSize[1]-floorHeight/2)
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class Cloud(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.Surface((random.randint(150, 350),
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random.randint(50, 150)))
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self.image.fill((random.randint(235, 255),
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random.randint(235, 255),
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random.randint(235, 255)))
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self.rect = self.image.get_rect()
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self.rect.center = (screenSize[0] + self.rect.width,
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screenSize[1]/2 -
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random.randint(100, screenSize[1]/2))
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self.speed = random.randint(10, 30)/10
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def update(self):
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self.rect.x -= gameSpeed*self.speed
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if (self.rect.x < -self.rect.width):
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self.kill()
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.Surface((50, 75))
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self.image.fill((153, 151, 0))
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self.rect = self.image.get_rect()
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self.rect.center = (100, 400)
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self.speed = 0.0
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self.isJumping = False
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self.isCrouching = False
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self.hoverCount = 0
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def crouch(self):
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if not self.isCrouching:
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self.isCrouching = True
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self.rect = self.rect.inflate(0, -25)
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def standup(self):
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if self.isCrouching:
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self.isCrouching = False
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self.rect = self.rect.inflate(0, 25)
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def update(self):
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global isGameOver
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if pygame.sprite.spritecollideany(player, enemies):
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isGameOver = True
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pass
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if not self.speed: self.rect.y += 1
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self.speed += 0.35
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self.rect.y += self.speed
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isOnFloor = False
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while pygame.sprite.spritecollideany(player, floors):
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isOnFloor = True
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self.rect.y -= 1
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if not isDownJump:
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self.hoverCount = 0
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if isOnFloor:
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self.speed = 0
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if isDownJump:
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self.isJumping = True
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if self.isCrouching:
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self.standup()
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elif isDownCrouch:
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if not self.isCrouching:
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self.crouch()
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elif self.isCrouching:
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self.standup()
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if self.isJumping:
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if isDownJump and self.hoverCount < 10:
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self.speed -= 1 - self.speed/(15+self.hoverCount*3)
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self.hoverCount += 1
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else:
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self.isJumping = False
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class Enemy(pygame.sprite.Sprite):
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def setNextEnemyType(self):
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if score < 10:
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self.type = 1
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elif score < 25:
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if random.randint(1, 100) < 95: self.type = 1
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else: self.type = 2
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elif score < 50:
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if random.randint(1, 100) < 85: self.type = 1
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else: self.type = 2
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else:
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if random.randint(1, 100) < 75: self.type = 1
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else: self.type = 2
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def setNextEnemySubtype(self):
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if self.type == 1:
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self.subtype = random.randint(1, 5)
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elif self.type == 2:
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self.subtype = random.randint(1, 3)
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.setNextEnemyType()
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self.setNextEnemySubtype()
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self.height = screenSize[1] - floorHeight
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if self.type == 1:
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if self.subtype == 1: self.image = pygame.Surface((25, 75))
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elif self.subtype == 2: self.image = pygame.Surface((25, 25))
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elif self.subtype == 3: self.image = pygame.Surface((75, 25))
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elif self.subtype == 4: self.image = pygame.Surface((50, 25))
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elif self.subtype == 5: self.image = pygame.Surface((50, 50))
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else: self.image = pygame.Surface((25, 50))
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self.image.fill((0, 153, 0))
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self.rect = self.image.get_rect()
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self.height -= self.rect.height/2
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elif self.type == 2:
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self.image = pygame.Surface((50, 25))
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self.image.fill((51, 51, 0))
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self.rect = self.image.get_rect()
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self.height -= self.rect.height/2 + 10 + 25*self.subtype
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self.rect.center = (screenSize[0] + self.rect.width, self.height)
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def update(self):
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global score, gameSpeed
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self.rect.x -= gameSpeed
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if (self.rect.x < -self.rect.width):
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self.kill()
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score += 1
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gameSpeed += 0.025
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def newGame():
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global player, floor, enemies, sprites, score
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global gameSpeed, isGameOver, enemyCD, enemyChance
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for enemy in enemies:
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enemy.kill()
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if player: player.kill()
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player = Player()
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sprites.add(player)
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gameSpeed = 3.0
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score = 0
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isGameOver = False
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isPaused = False
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enemyCD = 0
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enemyChance = 100.0
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def init():
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global player, floor, enemies, sprites, score
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random.seed()
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pygame.init()
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screen = pygame.display.set_mode(screenSize)
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pygame.display.set_caption('Drakora')
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clock = pygame.time.Clock()
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sprites = pygame.sprite.Group()
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floors.add(Floor())
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sprites.add(floors)
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newGame()
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return screen, clock, sprites
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def deinit():
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pygame.quit()
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def render(screen, sprites):
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screen.fill((102, 153, 255))
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sprites.draw(screen)
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 12)
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text = font.render('score: %d'%(score), True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = (rect.width/2+10,10)
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screen.blit(text, rect)
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text = font.render('game speed: %.1f %s'%\
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(gameSpeed, '(space is pressed)' if isDownJump else ''),
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True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = (rect.width/2+10,25)
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screen.blit(text, rect)
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text = font.render('player speed: %.1f'%(player.speed),
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True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = (rect.width/2+10,40)
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screen.blit(text, rect)
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text = font.render('enemy CD: %.1f'%(enemyCD), True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = (rect.width/2+10,55)
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screen.blit(text, rect)
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text = font.render('enemy chance: %.1f'%(enemyChance),
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True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = (rect.width/2+10,70)
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screen.blit(text, rect)
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if isGameOver:
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
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text = font.render('GAME OVER', True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = tuple(i/2 for i in screenSize)
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screen.blit(text, rect)
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elif isPaused:
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
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text = font.render('PAUSED', True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = tuple(i/2 for i in screenSize)
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screen.blit(text, rect)
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pygame.display.flip()
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def logic(clock, sprites):
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global enemyCD, enemyChance, isDownJump, isDownCrouch, isPaused
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return False
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elif event.type == pygame.KEYDOWN:
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if event.key in buttonsQuit:
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return False
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if event.key in buttonsCrouch:
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isDownCrouch = True
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elif event.key in buttonsJump:
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isDownJump = True
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elif event.key in buttonsNewGame:
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if isGameOver: newGame()
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elif event.key in buttonsPause:
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isPaused = not isPaused
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elif event.type == pygame.KEYUP:
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if event.key in buttonsCrouch:
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isDownCrouch = False
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if event.key in buttonsJump:
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isDownJump = False
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if not isGameOver and not isPaused:
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sprites.update()
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enemyCD -= gameSpeed
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if random.randint(1, 100) == 1:
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cloud = Cloud()
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clouds.add(cloud)
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sprites.add(cloud)
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if enemyCD <= 0:
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enemyChance += (1/targetFps) * enemyChance/8
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if random.randint(1, 100) < enemyChance:
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enemyCD = 200
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enemyChance = 1
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enemy = Enemy()
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enemies.add(enemy)
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sprites.add(enemy)
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clock.tick(targetFps)
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return True
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def main_loop(screen, clock, sprites):
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global isGameOver
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isRunning = True
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while isRunning:
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isRunning = logic(clock, sprites)
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render(screen, sprites)
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if __name__ == '__main__':
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screen, clock, sprites = init()
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main_loop(screen, clock, sprites)
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deinit()
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